Tagged Questions

I wrote 2 weeks ago about problem with motion blur in my engine. When camera moves using keyboard, motion blur is smooth. But when I rotate camera using mouse motion blur is stepping (not sure if I ...

In an article I've read that Microsoft signed GDI/GDI+ as deprecated. I was a bit frightened, I won't be able to use OpenGL in future versions of Windows. Since you need GDI ( more likely the Device ...

I'm trying to use a different Thread for the whole WinAPI-Message-Loop stuff, so the window always keeps being responsive. Of course I'm using the main thread as the "window thread", because I need a ...

I am trying to implement the movement of the camera with the mouse. The result I want to achieve is the same that you get when you move your aim in a first person shooter.
Here is the code I wrote, ...

I have reopened one older project that uses DirectShow for audio playback. Before, I would compile and run it on Windows 7 using MVStudio 2010 without trouble, now I have Windows 8 and MVStudio 2012 ...

I have a D3D11 application, and I want to add proper fullscreen suport.
Now I can let DXGI switch my window to fullscreen for me, and I'm under the impression that DXGI will take care of everything ...

Is there a way, or method, to have some application rendered as texture in 3D scene on some polygon, and also have full interactivity with it?
I'm talking about Windows platform, and maybe OpenGL but ...

The render loop and windows message loop run on separate threads. The way the program exits is that after PostQuitMessage is called in WM_DESTROY the message loop thread signals the render loop thread ...

I'm trying to make a 2-player Connect 4 game, but I'm having trouble wrapping my head around some of the concepts related to incorporating event handlers while progressing with the game.
On the one ...

I've got a Windows API Window. I've managed to make it windowed, and "fullscreen windowed". But I can't seem to make the window just full-screen- for example, even if I specify WS_POPUP, I can still ...